JP3220328B2 - Video game machine - Google Patents

Video game machine

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Publication number
JP3220328B2
JP3220328B2 JP14245494A JP14245494A JP3220328B2 JP 3220328 B2 JP3220328 B2 JP 3220328B2 JP 14245494 A JP14245494 A JP 14245494A JP 14245494 A JP14245494 A JP 14245494A JP 3220328 B2 JP3220328 B2 JP 3220328B2
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Japan
Prior art keywords
game machine
device
recording
data
operating device
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Expired - Lifetime
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JP14245494A
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Japanese (ja)
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JPH07323158A (en
Inventor
哲也 平野
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株式会社ソニー・コンピュータエンタテインメント
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Priority to JP14245494A priority Critical patent/JP3220328B2/en
Publication of JPH07323158A publication Critical patent/JPH07323158A/en
Priority claimed from AU90535/98A external-priority patent/AU713084B2/en
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Publication of JP3220328B2 publication Critical patent/JP3220328B2/en
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/02Accessories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

Description

【発明の詳細な説明】 DETAILED DESCRIPTION OF THE INVENTION

【0001】 [0001]

【目次】以下の順序で本発明を説明する。 [Contents] The present invention will be described in the following order. 産業上の利用分野 従来の技術 発明が解決しようとする課題 課題を解決するための手段(図4) 作用(図4) 実施例 (1)ビデオゲーム機の全体構成(図1〜図3) (2)実施例のビデオゲーム機(図4〜図8) (3)他の実施例 発明の効果 Means for Solving the Problems problem FIELD prior art invention of the industry to be Solved (Figure 4) act (FIG. 4) Overall Example (1) video game machine configurations (FIGS. 1 to 3) ( 2) example of a video game machine (FIGS. 4-8) (3) effects of other embodiments iNVENTION

【0002】 [0002]

【産業上の利用分野】本発明はビデオゲーム機に関し、 The present invention relates to an video game machine,
例えばCD−ROMに格納されたゲーム内容を画面表示しながら操作装置で操作してゲームを進行するものに適用し得る。 For example, it may be applied to those that progresses the game in the game contents stored in the CD-ROM by operating the screen displayed while the operation device.

【0003】 [0003]

【従来の技術】従来、ビデオゲーム機として、例えばC Conventionally, as a video game machine, for example C
D−ROM等のビデオ記録媒体に格納されたゲーム内容を、テレビジヨン受信機上に画面表示しながら、操作装置で操作しゲームを進行するものがある。 The game contents stored in the video recording medium such as a D-ROM, while the screen displayed on the television receiver, there is one that proceeds the operation to game operating device. このビデオゲーム機におけるゲーム機本体及び操作装置間は、通常シリアルインターフエースで接続され、ゲーム機本体からクロツクが操作装置に送られると、そのクロツクに同期して単純に操作装置から、ユーザの操作に応動したキースイツチ情報等を送る単純な通信手順が用いられている。 Game machine body and the operation device between in the video game machine is normally connected by a serial INTERFACE, the clock from the game machine is sent to the operating device, from simply operating device in synchronism with the clock, the operation of the user simple communication procedure for sending a response to the Kisuitsuchi information or the like is used to.

【0004】 [0004]

【発明が解決しようとする課題】ところでかかるビデオゲーム機においては、ゲーム内容が複雑になりゲーム終了までに長時間を要するゲームの場合、ゲーム進行中の状態を途中で記録装置に記録するようになされたものがある。 In the [0008] By the way such video game machine, the case of the game game content that takes a long time to the end of the game becomes complicated, so as to record in the middle of the recording apparatus of the state of the game progress there is been made. この場合操作装置が接続されるシリアルインターフエースに、記録装置等を接続することが考えられるが、単純な通信手順で操作装置のキースイツチ情報を取り込むようになされているので実用上不可能であり、ゲームをしながら同時に記録装置へデータを書き込んだり、読み出したりすることはできなかつた。 In this case the serial INTERFACE the operating device is connected, it is conceivable to connect a recording device, etc., is practically impossible since been made to capture Kisuitsuchi information of the operating device in a simple communication procedure, write data at the same time to the recording device while playing a game, it has failed can it read.

【0005】またゲーム機本体と記録装置とを、記録装置に使われるメモリの信号線で直接接続する構成が考えられるが、このようにすると記録装置の接続信号線の本数が多くなり、接続部分が複雑な構成になつてしまう問題があつた。 [0005] The game machine main body and the recording apparatus, but configured to connect directly with the signal line of the memory used for recording apparatus is considered, thus the number of connection signal lines to the recording apparatus is increased, the connecting portion the problem has been filed would summer in a complex configuration. またこれに加えてその接続方法のため、ゲーム機本体の電源を入れたままでは、記録装置を抜き差しすることが不可能であつた。 Also for the connection method in addition to this, in with the power of the game machine body, been made is not possible to insert or remove the recording apparatus.

【0006】本発明は以上の点を考慮してなされたもので、簡易な構成でゲーム機本体と操作装置及び記録装置を接続し、ゲーム操作しながら必要に応じて同時にゲームデータを記録し得るビデオゲーム機を提案しようとするものである。 [0006] The present invention has been made in view of the above, connect the game machine body and the operating device and the recording device with a simple configuration, capable of recording the game data at the same time as needed while a game operation it is intended to provide a video game machine.

【0007】 [0007]

【課題を解決するための手段】かかる課題に対応した本発明のビデオゲーム機は、複数の操作装置と各々の操作装置に対応して用意される記録装置とを接続するためのシリアルインターフェースを有し、各装置までの接続経路が前記シリアルインターフェースに対して並列に形成されているビデオゲーム機であって、前記接続経路に接続された操作装置及び記録装置のうち選択した装置との間で所定の通信手順に基づく双方向の通信を行うように構成されていることを特徴とする。 Video game machine of the present invention corresponding to the SUMMARY OF THE INVENTION The foregoing object, have a serial interface for connecting the recording device and which is provided corresponding to a plurality of operating devices and each of the operating device and, a video game machine connection path to each device is formed in parallel to the serial interface, predetermined between the selected device out of the connected operating device and the recording apparatus to the connection path characterized in that it is configured to perform two-way communication based on the communication procedure. このビデオゲーム機において、すべての操作装置との通信をいずれかの記録装置との通信に優先させるようにしてもよい。 In this video game machine, the communication with all of the operating device may be configured to prioritize the communication with any of the recording apparatus. また、上記課題に対応した本発明の他のビデオゲーム機は、複数の操作装置と各操作装置にそれぞれ対応し得る記録装置とを接続するためのシリアルインターフェースを有し、 Another video game machine of the present invention corresponding to the above-mentioned problems has a serial interface for connecting a recording device and that may correspond to a plurality of operating devices and each of the operating device,
各装置までの接続経路が前記シリアルインターフェースに対して並列に形成されているビデオゲーム機であって、 複数の記録装置へのデータの書き込み又は読み出し A video game machine connection path to each device is formed in parallel to the serial interface, writing or reading of data to a plurality of recording devices
要求が同時に発生した場合には、画面の書き換えタイミ If the request is generated at the same time, the screen of the rewriting Timing
ング毎に、前記複数の操作装置との間で所定の通信手順 Each ring, predetermined communication procedure between said plurality of operating devices
に基づく双方向の通信を行うとともに、前記要求の対象 It performs two-way communication based on the subject of the request
となっている記録装置を一つ選択して次の画面の書き換 One selects and to have recording apparatus becomes rewritten the next screen
えタイミングまでの間に当該選択された記録装置との間 Between the selected recording device until e Timing
でデータの書き込み又は読み出しを行うように構成されていることを特徴とする。 Characterized in that it is configured to perform writing or reading of data in. 上記のビデオゲーム機において、接続経路を、個々の操作装置とそれに対応する記録装置とからなる組み合わせの別に系統化して、双方向の通信のための通信手順に、系統の識別情報(例:下記実施例における選択データ)と系統内装置の識別情報(例:下記実施例における識別コード)とを接続経路に送出することを含めることができる。 In the video game machine, the connection path, apart from the system of combinations of the individual operating device and a recording apparatus corresponding thereto, the communication procedure for two-way communication, the system identification information (e.g. below identification information (example of selected data) and the in-system device in embodiment can involve sending the identification code) and the connection path in the following embodiments.

【0008】 また、上記課題に対応した本発明のビデオゲーム機用操作装置は、複数の操作装置と各々の操作装置に対応して用意される記録装置とを接続するためのシリアルインターフェースを有し、このシリアルインターフェースを通じて接続された操作装置の操作によってゲームを進行させるビデオゲーム機に接続される操作装置であって、前記ビデオゲーム機から送られる信号の状態により自己が選択されたことを確認した場合のみ当該ビデオゲーム機との間の通信手順を制御する通信制御手段とを有することを特徴とする。 [0008] The video game machine control apparatus of the present invention corresponding to the above-mentioned problems has a serial interface for connecting the recording device and which is provided corresponding to a plurality of operating devices and each of the operating device , an operating operating device connected to the video game machine to advance the game by the connected operation device through the serial interface, it was confirmed that the self is selected by the state of the signal sent from the video game machine characterized in that it only has a communication control unit for controlling the communication procedure between the video game machine when. また、上記課題に対応したビデオゲーム機用記録装置は、複数の操作装置と各々の操作装置に対応して用意される記録装置とを接続することができ、且つ接続された操作装置の操作によってゲームを進行させるビデオゲーム機に接続される記録装置であって、自己が対応し得る操作装置によるゲームデータを記録するためのメモリと、前記ビデオゲーム機から送られる信号の状態により自己が選択されたことを確認した場合のみ当該ビデオゲーム機と前記メモリとの間の通信手順を制御する通信制御手段とを有することを特徴とする。 The video game machine recording apparatus corresponding to the above problem, can be connected to a recording device and which is provided corresponding to a plurality of operating devices and each of the operating device, and by the operation of the connected operation device a recording apparatus connected to the video game machine to advance the game, self is selected and memory for recording the game data by the operation device itself may correspond, depending on the state of the signal sent from the video game machine and having a communication control means for controlling the communication procedure between the memory and the video game machine only when it is confirmed that the.

【0009】 [0009]

【実施例】以下図面について本発明の一実施例を詳述する。 EXAMPLES The following drawings in detail an embodiment of the present invention.

【0010】(1)ビデオゲーム機の全体構成 図1及び図2においては全体としてビデオゲーム機の外観構成を示し、ゲーム機本体1に対して操作装置2がコネクタ3を通じて接続されている。 [0010] (1) shows an external configuration of a video game machine as a whole in the overall configuration diagram 1 and 2 of the video game machine, operating devices 2 to the game machine body 1 is connected through the connector 3. ゲーム機本体1には、CD−ROMを再生するCD−ROMドライブが内蔵されており、上面に当該CD−ROMドライブの蓋4 Game machine main body 1, the CD-ROM drive for reproducing a CD-ROM and is built in the CD-ROM drive of the lid 4 to the upper surface
と、この蓋4を開閉する開閉スイツチ5A、電源5B、 When opening and closing switch 5A for opening and closing the lid 4, a power supply 5B,
リセツト5C等が配置されている。 Reset 5C or the like are arranged.

【0011】ゲーム機本体1には2つの操作装置2が、 [0011] The game machine two operating device 2 in the main body 1,
それぞれコネクタ3を通じて接続できるようになされており、このためゲーム機本体1の前面部に、コネクタ3 Have been made so as to be connected through the connector 3 respectively, the front portion of the for the game machine body 1, the connector 3
用の接続部6A及び6Bがそれぞれ配置されている。 Connecting portions 6A and 6B in use are arranged respectively. またこのゲーム機本体1の場合、接続部6A及び6Bに隣接して接続部7A及び7Bが配置されており、当該接続部7A及び7Bに記録装置8を接続することにより、操作装置2毎のゲームデータを随時記録し得るようになされている。 In the case of this game machine main body 1, the connecting portion and 6A and are arranged connection portion 7A and 7B are adjacent to 6B, by connecting the connection portions 7A and 7B to recording devices 8, for each operating unit 2 It has been made so as to be able to record the game data at any time.

【0012】ここでこのゲーム機本体1は、図3に示すように構成されており、24ビツト幅のアドレスと32ビツト幅のデータでなるシステムバス10に対してCPU1 [0012] Here, the game machine main body 1 is configured as shown in FIG. 3, the system bus 10 consisting of data of the address and 32 bit width of 24 bits width CPU1
1、DRAM12、MDEC13、GPU(Grafic Pro 1, DRAM12, MDEC13, GPU (Grafic Pro
cessing Unit)14等がそれぞれ接続されている。 cessing Unit) 14, etc. are connected. またCPU11には、GTE(Geometric Transter Engine In addition to the CPU11, GTE (Geometric Transter Engine
)15がDMA接続されている。 ) 15 is DMA connected.

【0013】このうちMDEC13は動画再生用のプロセツサであり、CD−ROMから読み出した動画像を展開する。 [0013] Of these MDEC13 is a processor for video playback, to expand the moving image read from the CD-ROM. またGTE15は、グラフイツク専用プロセツサであり、並列処理を行なう複数の演算部より構成され、MDEC13で展開された画像データについて座標変換やレンダリング等を並列処理で実行する。 The GTE15 is Gurafuitsuku dedicated processor, consists of a plurality of operation unit for performing parallel processing, executed in parallel processing of coordinate transformation and rendering such an image data expanded by MDEC13.

【0014】GPU14はGTE15と同様にグラフイツク専用プロセツサであり、GTE15で座標変換演算されたデータを元に、シエーデイング、テクスチヤーマツピング、ラスター処理等実際の描画を担当する。 [0014] GPU14 is Gurafuitsuku dedicated processor similarly to GTE15, based on the coordinate transformation operation data in GTE15, responsible Shiedeingu, Tex Chiya over pine ping, the actual drawing raster processing. この結果得られる画像データは、VRAM16を介してVD Image data obtained this result, VD via the VRAM16
ACを含む伸張装置17に送出される。 It is sent to the expansion device 17 including AC. 伸張装置17は画像データの伸張を行なうと共にデジタルアナログ変換し、この結果得られる画像信号がRGB信号として出力されると共に、NTSCエンコーダ18に入力され、N Decompression device 17 is a digital-analog conversion with performing decompression of image data, the image signal obtained as a result is output as the RGB signals are inputted to the NTSC encoder 18, N
TSC方式のビデオ信号として出力される。 It is outputted as a video signal of the TSC method.

【0015】またシステムバス10の一端に接続されたペリフエラル19からは、24ビツト幅のアドレス及び16 [0015] From Perifueraru 19 connected to one end of the system bus 10, 24 bits wide address and 16
ビツト幅のデータでなるI/Oバス20が形成されている。 I / O bus 20 consisting of data bits width is formed. このI/Oバス20には、ブートプログラムが格納されたROM21、拡張I/Oインターフエース22が接続されている。 The I / O bus 20, ROM 21 boot program is stored, expanded I / O INTERFACE 22 are connected. さらにこのI/Oバス20には、CD In addition to the I / O bus 20, CD
ドライブ23がCD−DSP24、CD−ROMデコーダ25を通じて接続されている。 Drive 23 is connected through a CD-DSP24, CD-ROM decoder 25.

【0016】CD−ROMデコーダ25には、SRAM [0016] in the CD-ROM decoder 25, SRAM
26、メカコントローラ27が接続されており、デコードした画像データをI/Oバス20に送出すると共に、 26, and the mechanical controller 27 is connected, the image data decoded sends out to the I / O bus 20,
音声データをSPU(Sound Processing Unit )28に送出する。 And it sends the audio data to the SPU (Sound Processing Unit) 28. SPU28は音声処理を担当するプロセツサであり、接続されたDRAM29を用いてCD−ROM SPU28 is a processor in charge of audio processing, CD-ROM using the connected DRAM29
デコーダ25でデコードされた音声データを復号化し、 It decodes the audio data decoded by the decoder 25,
この結果得られる音声データをDAC30でデジタルアナログ変換しオーデイオ出力として送出する。 The audio data obtained as a result sends a digital-to-analog conversion and audio output DAC 30. またオーデイオ入力について所定の音声処理を行ないI/Oバス20に送出する。 Also sent to the I / O bus 20 performs predetermined sound processing for audio input.

【0017】またこのゲーム機本体1の場合、ペリフエラル19に接続されたシリアルI/Oインターフエース31に、操作装置2及び記録装置8が接続されている。 [0017] In the case of this game machine main body 1, the serial I / O INTERFACE 31 connected to Perifueraru 19, the operating device 2 and the recording device 8 are connected.
これにより操作装置2より入力されるゲーム操作がゲーム機本体1に取り込まれ、また操作装置2毎のゲーム進行途中の内容でなるゲームデータが、必要に応じて記録装置8に記録される。 Thus a game operation input from the operation unit 2 is taken into the game machine body 1, also game data comprising game progression middle of the content of each controller device 2 is recorded in the recording device 8 if necessary.

【0018】(2)実施例のビデオゲーム機 ここでこの実施例の場合、図3について上述したようにゲーム機本体1のシリアルI/Oインターフエース31 [0018] (2) In the case of this embodiment where the video game machine in the first embodiment, the serial I / O INTERFACE 31 of the game machine body 1 as described above with respect to FIG. 3
に、操作装置2及び記録装置8が複数接続され、所定の通信手順で双方向にデータを伝送し得るようになされている。 The operating device 2 and the recording device 8 are connected to a plurality, it is made to be able to transmit data in both directions at a predetermined communication procedure. 実際上ゲーム機本体1と、操作装置2A、2B及び記録装置8A、8Bとは、図4に示すように接続されている。 A practice game machine body 1, the operating device 2A, 2B and recording devices 8A, and 8B, which are connected as shown in FIG. この実施例の場合ゲーム機本体1には、2系統A、Bの操作装置2A、2B及び記録装置8A、8Bが接続される。 In the case the game machine body 1 in this embodiment, two systems A, operation device 2A of B, 2B and recording devices 8A, 8B are connected.

【0019】ゲーム機本体1と操作装置2及び記録装置8との間は、ゲーム機本体1からそれぞれ操作装置2及び記録装置8に対してデータを送るデータ伝送用の信号線TXDと、操作装置2及び記録装置8からゲーム機本体1に対してデータを送るデータ伝送用の信号線RXD [0019] between the game machine body 1 and the operating device 2 and the recording device 8, a data transmission signal line TXD for sending data to the game machine body 1, respectively manual operating device 2 and the recording device 8, the operating device 2 and a signal line RXD for data transmission for sending data to the game machine main body 1 from the recording device 8
と、各データ伝送用の信号線RXD、TXDからデータを抜き出すシリアル同期クロツク用の信号線SCKと、 When, a signal line SCK for serial synchronization clock for extracting data from the signal line RXD, TXD for transmission each data,
2系統A、Bを選択して通信の確立及び中断を行なうための制御線DTRと、大量のデータ転送を行なうためのフロー制御用の制御線DSRとで接続される。 Two systems A, a control line DTR for Select B performs establishment and interruption of communication, are connected by a control line DSR for flow control for performing a large amount of data transfer.

【0020】このうちデータ伝送用の信号線TXD、R The signal line TXD these data transmission, R
XDとフロー制御用の制御線DSRとは、ゲーム機本体1からそれぞれの操作装置2A、2B及び記録装置8 The control line DSR of XD and flow control, each operating device 2A from the game machine 1, 2B and recording devices 8
A、8Bへ並列に接続される。 A, are connected in parallel to 8B. また制御線DTRは2系統A、Bが接続されるため、ゲーム機本体1から系統A The control line DTR is two systems A, since B is connected, the system A from the game machine body 1
の操作装置2A及び記録装置8Aに制御線DTRAが接続され、系統Bの操作装置2B及び記録装置8Bに制御線DTRBが接続される。 Control line DTRA is connected to the operating device 2A and the recording device 8A, the control line DTRB is connected to the operating device 2B and the recording device 8B of the system B.

【0021】操作装置2は図5に示すように、ゲーム機本体1とのシリアル通信を行なうシリアルI/Oインターフエース(SIO)、スイツチ情報を入力するパラレルI/Oインターフエース(PIO)を含み、CPU、 The controller device 2, as shown in FIG. 5, includes performing serial communication with the game machine main body 1 serial I / O INTERFACE (SIO), a parallel I / O INTERFACE for inputting switch information (PIO) , CPU,
RAM及びROMでなる1チツプマイコンと、操作入力用の複数のスイツチSWとから構成される。 1 and Chitsupumaikon comprising a RAM and ROM, comprised of a plurality of switches SW for operation input. この1チツプマイコンが通信手順を制御する。 The 1 Chitsupumaikon controls the communication procedure.

【0022】記録装置8は図6に示すように、ゲーム機本体1とのシリアル通信を行なうシリアルI/Oインターフエース(SIO)、実際にデータを記憶しておくメモリMEM(例えばフラツシユメモリでなる)とのデータの入出力を行なうパラレルI/Oインターフエース(PIO)を含み、CPU、RAM及びROMでなる1 The recording device 8 as shown in FIG. 6, performs serial communication with the game machine body 1 serial I / O INTERFACE (SIO), actually in memory MEM (for example Furatsushiyumemori storing data It includes a parallel I / O INTERFACE (PIO) for inputting and outputting data to and made), made of CPU, RAM and ROM 1
チツプマイコンと、メモリMEMとから構成される。 And Chitsupumaikon, composed of a memory MEM. 記録装置8においても、この1チツプマイコンが通信手順を制御する。 Also in the recording device 8, the 1 Chitsupumaikon controls the communication procedure.

【0023】ここでゲーム機本体1と操作装置2A、2 [0023] The game machine body 1 and the operating device 2A Here, 2
B及び記録装置8A、8Bとの通信手順を図7に示す。 B and recording device 8A, a procedure of communication between 8B shown in FIG.
実際上図7(A)は、ゲーム機本体1が系統Aの操作装置2Aと通信して、例えばゲームの操作データを取り込む手順を示す。 In practice Figure 7 (A) is, the game machine main body 1 is in communication with the operating device 2A of the system A, it shows how to pull for example a game operation data. この場合ゲーム機本体1はまず制御線D The game machine main body 1 in this case first control line D
TRAに選択データを出力する。 TRA to and outputs the selected data. この結果系統Aの操作装置2A及び記録装置8Aは、制御線DTRAによつて選択されたことを確認し、それぞれ続くTXD受信待状態になる。 The operating device 2A and the recording device 8A of the results line A confirms that it has been Yotsute selected control line DTRA, it becomes TXD reception wait state following each.

【0024】このとき系統Bの操作装置2B及び記録装置8Bは、制御線DTRBが変化しないため、データ伝送用の信号線TXDを通じて送られてくるデータに応答しない状態を維持する。 The operating device 2B and the recording device 8B of the time line B, because the control line DTRB does not change, maintains a state in which no response to data sent through the data transmission signal line TXD. 続いてゲーム機本体1は、データ伝送用の信号線TXDに1バイトで操作装置を示す認識コードを送出する。 Then the game machine main body 1 transmits the identification code indicating an operation device in one byte data transmission signal line TXD. これにより系統Aの操作装置2A Operating device 2A of Thus system A
及び記録装置8Aが、信号線TXDよりこの識別コードを受け取る。 And a recording apparatus 8A is receives the identification code from the signal line TXD.

【0025】この結果操作装置2Aは、認識コードが操作装置を示すことにより、これ以降ゲーム機本体1との通信を開始する。 [0025] As a result the operating device 2A, by recognition code indicates an operation device, thereafter starts communication with the game machine main body 1. 一方記録装置8Aは、認識コードが操作装置を示すことにより、続いてデータ伝送用の信号線TXDを通じて送られてくるデータに応答しない状態となる。 Meanwhile recording apparatus 8A is recognized code by indicating operation device, a subsequently not respond to incoming data through the signal line TXD for data transmission status.

【0026】これによりゲーム機本体1側からは、操作装置2Aの制御用データ等がデータ伝送用の信号線TX [0026] Thus from the game machine main body 1 side, signal line TX for transmission control data and the like of the operating device 2A data
Dを通じて操作装置2Aに送信される。 It is transmitted to the operating device 2A through D. 逆に操作装置2 Operation to reverse device 2
Aからは、ゲーム操作データ等がデータ伝送用の信号線RXDを通じて、ゲーム機本体1に送信される。 From A, game operation data and the like via the data transmission signal line RXD, is transmitted to the game machine body 1. このようにしてゲーム機本体1と操作装置2Aとの間で、シリアルデータ通信が行われる。 In this way, between the game machine body 1 and the operating device 2A, the serial data communication is performed. このゲーム機本体1と操作装置2Aとの通信は、ゲーム機本体1が制御線DTRA Communication between the game machine body 1 and the operating device 2A includes a game machine body 1 is control line DTRA
を通じて選択中止データを出力することにより終了する。 It ends by outputting the selected stop data through.

【0027】また図7(B)は、ゲーム機本体1が系統Bの記録装置8Bと通信して、例えばゲームの経過データ等を記録装置8Bに記録する手順を示す。 Further FIG. 7 (B) the game machine main body 1 communicates with the recording device 8B of the system B, for example, shows a procedure for recording the game progress data or the like of the recording apparatus 8B. この場合ゲーム機本体1はまず制御線DTRBに選択データを出力する。 In this case the game machine main body 1 first outputs selection data to the control line DTRB. この結果系統Bの操作装置2B及び記録装置8B The operating device 2B and the recording device 8B of the result line B
は、制御線DTRBによつて選択されたことを確認し、 Confirms that it has been Yotsute selected control line DTRB,
それぞれ続くTXD受信待状態になる。 It will continue TXD reception waiting state.

【0028】このとき系統Aの操作装置2A及び記録装置8Aは、制御線DTRAが変化しないため、データ伝送用の信号線TXDを通じて送られてくるデータに応答しない状態を維持する。 The operating device 2A and the recording device 8A of the time line A, since the control line DTRA does not change, maintains a state in which no response to data sent through the data transmission signal line TXD. 続いてゲーム機本体1は、データ伝送用の信号線TXDに1バイトで記録装置を示す認識コードを送出する。 Then the game machine main body 1 transmits the recognition code indicating a recording apparatus in one byte data transmission signal line TXD. これにより系統Bの操作装置2B Operating device 2B of this Phylogenetic B
及び記録装置8Bが、信号線TXDよりこの識別コードを受け取る。 And recording device 8B is, receives the identification code from the signal line TXD.

【0029】この結果記録装置2Bは、認識コードが記録装置を示すことにより、これ以降ゲーム機本体1との通信を開始する。 [0029] The result recording apparatus 2B, recognition code by indicating the recording apparatus, thereafter starts communication with the game machine main body 1. 一方操作装置2Bは、認識コードが記録装置を示すことにより、続いてデータ伝送用の信号線TXDを通じて送られてくるデータに応答しない状態となる。 On the other hand operating device 2B is recognized code by indicating the recording apparatus, a subsequently not respond to incoming data through the signal line TXD for data transmission status.

【0030】これによりゲーム機本体1側からは、記録装置8Bにゲームの経過データ等がデータ伝送用の信号線TXDを通じて記録装置8Bに送信され、これにより記録装置8BのメモリMEMに経過データが記録される。 [0030] From this the game machine main body 1, historical data, etc. of the game is transmitted to the recording device 8B through the data transmission signal line TXD to the recording device 8B, this historical data into the memory MEM of the recording device 8B through the It is recorded. 逆に記録装置8Bからは、例えば記録の確認データ等がデータ伝送用の信号線RXDを通じて、ゲーム機本体1に送信される。 From the reverse the recording device 8B, for example, check data of the recording through the data transmission signal line RXD, is transmitted to the game machine body 1.

【0031】このようにしてゲーム機本体1と記録装置8Bとの間で、シリアルデータ通信が行われる。 [0031] In between the game machine body 1 and the recording device 8B in this manner, serial data communication is performed. このゲーム機本体1と記録装置8Bとの通信も、ゲーム機本体1が制御線DTRBを通じて選択中止データを出力することにより終了する。 Communication with the game machine main body 1 and the recording device 8B also terminates by the game machine main body 1 outputs a selection stop data via the control line DTRB. このようにシリアルインターフエースを用いた通信手順を実行することにより、少ない信号本数かつ簡易な信号接続で、ゲーム機本体1と、2系統の操作装置2A、2B及び記録装置8A、8Bとの間で、シリアルデータ通信し得るようになされている。 By executing in this way the communication procedure using a serial INTERFACE smaller number of signals and a simple signal connection, the game machine main body 1, two systems of the operating device 2A, 2B and recording devices 8A, between 8B in are adapted to be in communication serial data.

【0032】ここでこの実施例のビデオゲーム機の場合、ゲーム機本体1と2系統の操作装置2A、2B及び記録装置8A、8Bとの間のシリアルデータ通信は、図8に示すように、例えば画面書き換えタイミングに応じて制御される。 In the case of where the video game machine of this embodiment, the game machine main body 1 and two systems of the operating device 2A, 2B and recording devices 8A, serial data communication between 8B, as shown in FIG. 8, for example, it controlled in accordance with the screen rewriting timing. 通常ゲーム機本体1は、画面書き換えのタイミング(図中では、垂直同期信号V SYNCが画面書き換えのタイミングを示す)に続くタイミングA0及びB Game machine body 1, (in the figure shows the timing of screen rewriting the vertical synchronization signal V SYNC) timing of the screen rewriting followed timing A0 and B
0で、系統Aの操作装置2A、系統Bの操作装置2Bとの通信を行ないそれぞれゲーム操作等のスイツチ情報を得る。 0, the operating device 2A of the system A, obtain switch information for each game operation or the like performs communication with the operating device 2B of the system B.

【0033】ここでもし系統Aの記録装置8Aへのデータの書き込み又は読み出しが必要な場合、続くタイミングCで系統Aの記録装置8Aとの通信を行なう。 [0033] Here, if writing or reading of data to the recording device 8A of the system A is needed, it communicates with the recording device 8A of the system A in the subsequent timing C. 同時に系統Bの記録装置8Bへのデータの書き込み又は読み出しが必要な場合、続けて通信を行なうと、次の画面書き換えタイミングを越えてしまう。 At the same time when writing or reading of data to the recording device 8B of the system B is required, followed by performing communication, it exceeds the following screen rewriting timing. 従つてこの場合、次の画面書き換えのタイミングに続くタイミングA1及びB Accordance connexion this case, the timing A1 and B following the timing of the next screen rewriting
1で、系統A及び系統Bの操作装置2A及び2Bとの通信が終わつた後の、タイミングDで系統Bの記録装置8 1, after the communication with the operating device 2A and 2B of the system A and system B was One Owa, recording device of the system B at the timing D 8
Bとの通信を行なう。 To communicate with the B.

【0034】このようにシリアル通信のタイミングを制御することにより、必ずタイミングを守らなければならないゲーム機本体1と操作装置2A、2B間の通信を優先させ、かつゲーム途中の経過データの記録等大容量のデータ通信も行なえるようになされている。 [0034] By controlling the timing of the thus serial communication, must necessarily adhere to timing game machine main body 1 and the operating device 2A, give priority to communications between 2B, and the game during the progress data recording isometric also data communication capacity have been made so performed. かくして画面の書き換えタイミング毎に、操作装置2A、2Bからゲーム機本体1にデータ入力を行なうと共に、この間隔毎に通信できる記録装置8A又は8Bを選択するようにしたことにより、操作装置2A、2Bからの操作データの受信を途切れさせることなく、効果的にシリアル通信を実行できる。 Thus for each rewriting timing of the screen, the operating device 2A, together with performing data input to the game machine main body 1 from 2B, by which to choose the recording device 8A or 8B can communicate with each this interval, the operation unit 2A, 2B without interrupting the reception of the operation data from, effectively able to perform serial communication.

【0035】以上の構成によれば、ゲーム機本体1と操作装置2A、2Bとをシリアルインターフエースで接続して、所定の通信手順によつてシリアルデータを双方向に通信すると共に、操作装置2A、2Bにそれぞれ対応するシリアルインターフエースに記録装置8A、8Bを接続し、通信手順によつてゲーム機本体1が所定のデータを記録装置8A、8Bに書き込み及び又は読み出すようにしたことにより、簡易な構成でゲーム機本体1と操作装置2A、2B及び記録装置8A、8Bを接続してゲーム操作しながら同時に記録し得るビデオゲーム機を実現できる。 [0035] According to the above configuration, the game machine main body 1 and the operating device 2A, and connects the 2B serial INTERFACE, the communicating Yotsute serial data bidirectionally in a predetermined communication procedure, the operating device 2A , the corresponding recording device 8A to a serial INTERFACE to 2B, connect 8B, the recording device 8A Yotsute game machine main body 1 is a predetermined data to the communication procedure by which the writing and or reading manner 8B, simplified the game machine main body 1 and the operating device 2A, and 2B and recording devices 8A, video game machine capable of simultaneously recorded with game operation by connecting 8B can be realized by Do configuration.

【0036】さらに上述の構成によれば、操作装置2 According to a further configuration described above, the controller device 2
A、2Bとゲーム機本体1とを接続するシリアルインターフエースに、記録装置8A、8Bを接続するようにしたことにより、少ない信号線による単純な接続で記録装置を接続することができる。 A, the serial INTERFACE connecting the 2B and the game machine body 1, a recording device 8A, by which is adapted to connect 8B, it is possible to connect a recording device with a simple connection by less signal lines. また接続信号線が少なく、 The connection signal line is small,
記録装置8A、8Bに使われるメモリMEMの信号線と独立しているため、ゲーム機本体1の電源を入れたままで、必要に応じて記録装置8A、8Bを抜き差しすることができ、ユーザの使い勝手を向上し得る。 Since the independent recording apparatus 8A, a signal line of the memory MEM used for 8B, without turning the power of the game machine body 1, a recording device 8A, it is possible to insert or remove the 8B optionally user usability It can be improved.

【0037】さらにまた上述の構成によれば、同時に接続される各操作装置2A、2B及び記録装置8A、8B [0037] According to a still further configuration described above, the operating device 2A to be connected simultaneously, 2B and recording devices 8A, 8B
とゲーム機本体1の通信データ長を可変長とすることにより、通信データ長が長い記録装置8A、8Bや、短い操作装置2A、2Bもそれぞれが必要な時間だけ、シリアルインターフエースを占有して効率良く通信に利用できる。 And by the communication data length of the game machine body 1 and a variable length, the communication data length is long recording device 8A, 8B and, for a short operating device 2A, 2B which is also required each time, occupying the serial INTERFACE It can be efficiently used for communication.

【0038】(3)他の実施例 上述の実施例においては、ゲーム機本体に操作装置を2 [0038] (3) In other embodiments the above-described embodiment, the operating device to the game machine main body 2
つ接続し、当該操作装置に応じて記録装置を2つ接続するようにした場合について述べたが、操作装置は2つに限らず、3つ以上接続し得るようにしても良く、さらにそれぞれの操作装置に応じて記録装置を接続するようにしても良い。 One connects, has been dealt with the case where the two connecting recording apparatus in accordance with the operating device, the operating device is not limited to two, may be adapted to connect three or more, further each it may be connected to the recording apparatus in response to the operation device.

【0039】また上述の実施例においては、通信手順として系統毎の選択用の制御線を設けた場合について述べたが、これに代え、制御線を用いず複数の操作装置や記録装置にそれぞれ固有の認識コードを伝送データとして付加し、対応する操作装置又は記録装置のみが、ゲーム機本体と通信するようにしても、上述の実施例と同様の効果を実現できる。 Further, in the aforementioned embodiments, it has dealt with the case in which the control line for selection for each system as a communication procedure, instead of this, each specific to a plurality of operating devices and recording devices without a control line of the recognition code is added as transmission data, only the corresponding operating device or recording device, be configured to communicate with the game machine body it can be realized the same effect as the above-described embodiments.

【0040】 [0040]

【発明の効果】上述のように本発明のビデオゲーム機によれば、簡易な構成で、ゲーム操作をしながら必要に応じて同時にゲームデータを記録し得る。 Effects of the Invention According to the video game machine of the present invention as described above, with a simple configuration, capable of recording the game data at the same time as necessary while the game operation.

【図面の簡単な説明】 BRIEF DESCRIPTION OF THE DRAWINGS

【図1】本発明によるビデオゲーム機の外観を示す平面図である。 Is a plan view showing an appearance of a video game machine according to the invention; FIG.

【図2】本発明によるビデオゲーム機の外観を示す側面図及び正面図である。 It is a side view and a front view showing an appearance of a video game machine according to the invention, FIG.

【図3】ビデオゲーム機のゲーム機本体の構成を示すブロツク図である。 FIG. 3 is a block diagram showing the configuration of the game machine main body of the video game machine.

【図4】ゲーム機本体と記録装置及び操作装置との接続を示すブロツク図である。 4 is a block diagram showing the connection between the game machine body and the recording device and the operating device.

【図5】操作装置の構成を示すブロツク図である。 5 is a block diagram showing the configuration of the operating device.

【図6】記録装置の構成を示すブロツク図である。 6 is a block diagram showing a configuration of a recording apparatus.

【図7】ゲーム機本体と記録装置及び操作装置との通信手順の説明に供するタイミングチヤートである。 7 is a timing Chiya over preparative for describing the communication procedure between the game machine body and the recording device and the operating device.

【図8】画面書き換えと通信タイミングの説明に供するタイミングチヤートである。 8 is a timing Chiya over preparative for explaining a screen rewriting the communication timing.

【符号の説明】 DESCRIPTION OF SYMBOLS

1……ゲーム機本体、2、2A、2B……操作装置、 1 ...... game machine body, 2,2A, 2B ...... operation device,
8、8A、8B……記録装置。 8,8A, 8B ...... recording device.

Claims (3)

    (57)【特許請求の範囲】 (57) [the claims]
  1. 【請求項1】 複数の操作装置と各々の操作装置に対応して用意される記録装置とを接続するためのシリアルインターフェースを有し、各装置までの接続経路が前記シリアルインターフェースに対して並列に形成されているビデオゲーム機であって、 前記接続経路に接続された操作装置及び記録装置のうち選択した装置との間で所定の通信手順に基づく双方向の通信を行うとともに、すべての操作装置との通信をいずれかの記録装置との通信に優先させるように構成されているビデオゲーム機。 1. A has a serial interface for connecting a plurality of operating devices and recording devices corresponding to each of the operating device is provided, in parallel to the connection path the serial interface to each device a video game machine which is formed, performs bidirectional communication based on a predetermined communication procedure between the connecting selected devices among the connected operating device and the recording device in the path, all of the operating device video game machine which is configured to give priority to the communication of the communication with any of the recording apparatus with.
  2. 【請求項2】 複数の操作装置と各操作装置にそれぞれ対応し得る記録装置とを接続するためのシリアルインターフェースを有し、各装置までの接続経路が前記シリアルインターフェースに対して並列に形成されているビデオゲーム機であって、 複数の記録装置へのデータの書き込み又は読み出し要求 2. A has a serial interface for connecting a plurality of operating devices and recording devices that may correspond to each operation device, is formed in parallel to the connection path the serial interface to each device a video game machine are data write or read requests to the plurality of recording devices
    が同時に発生した場合には、画面の書き換えタイミング In the case but that occurred at the same time, rewriting timing of the screen
    毎に、前記複数の操作装置との間で所定の通信手順に基 For each, based on a predetermined communication procedure between said plurality of operating devices
    づく双方向の通信を行うとともに、前記要求の対象とな Performs two-way communication brute, it an object of the request
    っている記録装置を一つ選択して次の画面の書き換えタ One selected and the recording device you are I rewrite data of the next screen
    イミングまでの間に当該選択された記録装置との間でデ De between the selected recording apparatus until timing
    ータの書き込み又は読み出しを行うように構成されているビデオゲーム機。 Video game machine configured to perform a write or read over data.
  3. 【請求項3】 前記接続経路は、前記個々の操作装置とそれに対応する記録装置とからなる組み合わせの別に系統化されており、前記通信手順は系統の識別情報と系統内装置の識別情報とを前記接続経路に送出する手順を含む請求項1または2に記載のビデオゲーム機。 Wherein said connection path, the are separately organized combination of from the individual operating device and a recording apparatus corresponding thereto, the communication procedure and identification information of the system identification information and the system in the apparatus video game machine according to claim 1 or 2 comprising the steps of sending to the connection path.
JP14245494A 1994-06-01 1994-06-01 Video game machine Expired - Lifetime JP3220328B2 (en)

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Applications Claiming Priority (22)

Application Number Priority Date Filing Date Title
JP14245494A JP3220328B2 (en) 1994-06-01 1994-06-01 Video game machine
DE69522345A DE69522345D1 (en) 1994-06-01 1995-05-31 Video game device
AU20420/95A AU698045B2 (en) 1994-06-01 1995-05-31 Video signal reproducing apparatus
DE69522345T DE69522345T2 (en) 1994-06-01 1995-05-31 Video game device
EP97202437A EP0810015B1 (en) 1994-06-01 1995-05-31 Video game device
AT97202437T AT204498T (en) 1994-06-01 1995-05-31 Video game device
AT97202438T AT212245T (en) 1994-06-01 1995-05-31 Video game device
DE69525180T DE69525180T2 (en) 1994-06-01 1995-05-31 Video game device
AT95303709T AT179342T (en) 1994-06-01 1995-05-31 Video game device with external memory devices
DE69509297A DE69509297D1 (en) 1994-06-01 1995-05-31 Video game device with external memory devices
DE69509297T DE69509297T2 (en) 1994-06-01 1995-05-31 Video game device with external memory devices
US08/454,837 US5791994A (en) 1994-06-01 1995-05-31 Video signal reproducing apparatus
EP01202281A EP1157722A1 (en) 1994-06-01 1995-05-31 Video signal reproducing apparatus
DE69525180A DE69525180D1 (en) 1994-06-01 1995-05-31 Video game device
CA002150626A CA2150626A1 (en) 1994-06-01 1995-05-31 Video signal reproducing apparatus
EP95303709A EP0685246B1 (en) 1994-06-01 1995-05-31 Video game apparatus with external memory devices
EP97202438A EP0810016B1 (en) 1994-06-01 1995-05-31 Video game device
CN95108529A CN1103235C (en) 1994-06-01 1995-06-01 Video signal reproducing apparatus
MYPI95001439A MY130592A (en) 1994-06-01 1995-06-01 Video signal reproducing apparatus
US08/747,538 US6074300A (en) 1994-06-01 1996-11-12 Video signal reproducing apparatus
US08/784,987 US6030292A (en) 1994-06-01 1997-01-17 Video signal reproducing apparatus
AU90535/98A AU713084B2 (en) 1994-06-01 1998-11-03 A method for writing data in a video game machine

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JPH07323158A JPH07323158A (en) 1995-12-12
JP3220328B2 true JP3220328B2 (en) 2001-10-22

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AT (3) AT204498T (en)
AU (1) AU698045B2 (en)
CA (1) CA2150626A1 (en)
DE (6) DE69525180D1 (en)
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DE69522345T2 (en) 2002-06-13
AT179342T (en) 1999-05-15
EP1157722A1 (en) 2001-11-28
AU2042095A (en) 1995-12-07
DE69509297D1 (en) 1999-06-02
EP0810015A3 (en) 1998-03-25
AT204498T (en) 2001-09-15
CN1103235C (en) 2003-03-19
EP0685246B1 (en) 1999-04-28
US5791994A (en) 1998-08-11
EP0810016A2 (en) 1997-12-03
EP0685246A1 (en) 1995-12-06
US6074300A (en) 2000-06-13
DE69525180D1 (en) 2002-03-14
EP0810015A2 (en) 1997-12-03
AU698045B2 (en) 1998-10-22
MY130592A (en) 2007-06-29
DE69522345D1 (en) 2001-09-27
AT212245T (en) 2002-02-15
EP0810016B1 (en) 2002-01-23
CN1115684A (en) 1996-01-31
CA2150626A1 (en) 1995-12-02
US6030292A (en) 2000-02-29
DE69509297T2 (en) 1999-11-04
JPH07323158A (en) 1995-12-12
EP0810015B1 (en) 2001-08-22
DE69525180T2 (en) 2002-08-22

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